Dogs in the Vineyard was really disruptive to my play, in a lot of ways. The way it encourages just giving the PCs everything they want until they get to the stuff that the mechanics are all about was wild and new to me. And the stuff in town building about making each town to try to challenge the Dogs to see if they will follow their own lead as established by the last town was huge, too.
Fate, although I’ve never really gotten the hang of running it, but the idea of players having big flags on their sheet that basically let them make their own trouble, totally reconfigured the way I think of “plot hooks.”